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Storage Facility with Bots

Posted: Sun Jan 06, 2008 1:48 pm
by }TCP{Snowbird
Title says everything. Here ya go. I know the Flying paths are not complete, but it works as it is, and the bots in normal mode are difficult to beat. The doors also have a glitch which I can work on later.


Frank

Posted: Fri Jan 11, 2008 9:57 am
by }TCP{Coco
Hi Snowbird!

You did a great job on this one! I tried it now and for the first time, this map was really hard work to play against the bots. ;-)

However, I noticed the following things:

- Wrong map name. The original version from Marcin is called ONS-MBB-Storage-Facility_SE. The reworked version from Meledictum (the one you worked on now) is called ONS-Storage-Facility][.

- Bots don't get the Redeemer.

- Bots don't attack the enemy core, even if it's vulnerable.

- Doors open for vehicles now and they're no longer immaterial for them, which means you can't simply drive through a door with a Manta at high speed and override the guys loading up the node behind it. To me, this is a good thing. But however, each time you approach a door with a vehicle, there appears the word "trigger" as a message when the door opens.

If you can fix these issues, bots will finally work well in this map. Anyway, it's great fun already. So thank you, mate!

Coco.

P.S.: Btw., 7-Zip compressed this download to 1.53 MB when I recompressed it for storage on my HD. ;-)

Posted: Fri Jan 11, 2008 12:21 pm
by }TCP{Snowbird
OMG... Yes I did forget to take the "trigger" out. I was useing that to debug. And that with the Core, should be easy to fix. I forgot to put in the "attack" nodes. I will fix these things today, and update the link above.

Posted: Fri Jan 11, 2008 7:01 pm
by }TCP{Snowbird
I have finished the bot remake of Mel's remake of MBB level. I am posting it with the name that Mr. Coco gave me, and am not sure if it is right. If it is not right, please rename it. I do not need any recognition for this, and hope that all of you have fun.

I tested this out a few times, and found that the bots CAN jump up to the Deamer teleporter, but they do not perrfer to use it. I will, of coarse, work on that also. They need a reason for going up there, or a direct command to do it. There are things that have to be thought of before I just go and tell them to go there, or ALL of them would be hopping into the teleporter, and none would come out again.

They do attack the cores now, and are even harder to fight agaist. More intelligent. Have fun. :) Frank

Posted: Fri Jan 11, 2008 9:49 pm
by }TCP{Coco
Hi!

Thanks Frank, great! The name is correct now. Anyway, it might be a good idea to include Mele's readme into the archive. I'll attach it to this post (had to pack it with Zip, because .txt is not allowed as an attachment).

The Redeemer thing is no problem and it might be good to leave it as it is. I just thought you might have to add a path to that location as well or otherwise the bots would be unable to get it at all. But you say that they can get it and so it's alright!

As for the rest, I'll have to test it, but I'm pretty sure you did it right. Thanks, man! I hope Carnage will add this one to the server...

Coco.

Posted: Sat Jan 12, 2008 7:19 am
by }TCP{Snowbird
They were not pathed before. I never thought of it. That is why maps need to be tested. You found allot of errors that I never thought of. :) There is a tool to test the bots on jump spots, and that is what I used on the teleporters that lead to the redeamer. It is possible for them to use a weapon to give them the bounce they need to get up there, and they would do it also. But it is not high priority for them....yet. Give me until tomorrow to cheack it out. If I can fix it, I will post it one more time. But like you said, maybe it is better that they use it only now and then. What do you think?

Posted: Sat Jan 12, 2008 7:51 am
by }TCP{Coco
Hi!

Well, I just didn't see them take it at all when I testplayed your first version with botpaths. So for me they're leaving out a tactical aspect of the map. It would be a disadvantage if they wouldn't take it at all.

Making them take it as soon as it's available would be too strong. If possible, they should take it "every now and then". Simply not with too high priority. I don't know if the editor offers such possibilities, but this would be it.

In case you can either make them like they are now or hurry to the deemer at all cost, I'd rather leave them as they are.

Coco.

Posted: Sat Jan 12, 2008 1:24 pm
by }TCP{Snowbird
Something in the middle, would be almost impossible. I will try anyways. :) Wish me luck.